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Healer cap in Sc's

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nat3s
Posts: 472

Re: Healer cap in Sc's

Post#61 » Wed Sep 12, 2018 6:16 pm

Valarion wrote: Wed Sep 12, 2018 1:23 pm
nat3s wrote: Wed Sep 12, 2018 6:55 am
Valarion wrote: Wed Sep 12, 2018 3:54 am


Losers should get ZERO. Thats right I said it. Anything more and you are going to have more **** players and afkers in my damn scs. Matter of fact, take xp AWAY for losing.

Im old school and I hope I never ever see trophies everyone just for competing.
Google Dunning-Kruger. You overestimate your own ability and do not respect the ability of others. Your suggested change would simply break SC, but I'm sure you realised that when you posted it!

I said nothing about my skills and how they influence wins or loses. I actually consider myself a very very average pvp player, particularly on this server. You completely missed my point so I'll spell it out:

No one, not even myself should be rewarded simply for showing up and failing. I've always had a problem with it and this new generation that feels it needs to be encouraged can kiss my Southwest ass.

More rewards for failing simply encourage more failing. Period. They dont encourage players to practice, get better, understand their role in a team and work towards winning as a group. You can also be a fantastic individual player and have zero group skills and keep failing. I sure as hell dont what these kinds of players rolling around in wbs or thinking their selfish play has any place in rvr or even life.

If you are going to throw psychology at me, try to Google operant conditioning first.
In an organised setting team v team where collectively you can effect change you could argue for a punishing reward system to try to incentivise teams to playbetter. I don't see it working for PuGs where players queue as individuals and are much less able to overcome a poor group composition or deficiencies in others abilities.

If you applied such a daft system to scenarios you wouldn't actually incentivise anything, people just wouldn't queue at all.
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